Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But this game's world is definitely bleak, dark, dying and dead. All of that.
And yeah, the most memorable soundtrack they ever did was Demon Souls, no lie.
Everything else felt like the same orchestra blend we've been listening to since 15 years now and in every high fantasy game.
To be fair to them, the music industry is so bloated and everything so overdone that nothing fresh can be produced anymore.
After all, all of music theory follows very rhythmic and mathematic laws.
There comes a point where everything has been done. Just like all of the stories have been told and written. You can only improve execution or do something trope breaking. And that's where it stops.
Yes and I have high expectation for FromSoftware soundtracks the DS3 or BB soundtrack was so good it was getting high amount of views even to casuals
Sekiro was a complete failure in this regard.
DS3 had insane music.
This is especially dire for From Soft, because their strengths are clearly world-building and unique encounter design.
When you first enter the hall where Phalanx is and those warhorns kick in or you enter Gundyr's place and the choir starts screaming in your ear, THAT is memorable.
But when you wade through Godrick Castle and every 5 seconds a string sets in and stops and starts and stops and starts and stops because that is their ambient music for the possibly longest legacy dungeon of the game, then you feel very quickly prompted to turn that stuff off to save yourself a bad headache.
Then there is a lot of generic battle tracks because they are *supposed* to convey that you are fighting generic miniboss number 217. Of course that gets tiring, too.
So a lot of the music and how it's perceived is really down to usage, too. And Elden Ring uses it terribly whereas similiar soundtracks in the other Souls games were used to maximum effect and sparingly, making them when they actually play a highlight.
-horrible gank bosses
-combat design philosophy for bosses is just plain stupid: make attacks you straight up can't react to, make boss combos overly long and incredibly short punish windows, these are like sekiro bosses
-awful rewards for exploration. spell, spell, another spell, spell spell spell spell, weapon that doesnt scale with yours stat. Subsequent playthroughs I skip every dungeon that isn't a second copy of a weapon of a weapon I want.
-horrible repetition. constant reusing of content late game, and snow areas are awful for it.
-spirits are overpowered, and are impossible to balance.
If they manage to fix the issues I have with boss A.I., and maybe even change up or randomize rewards for dungeons I can see myself thinking way higher of this game. The summon and late game issues are core game issues however, and will and can never be fixed. All I can hope for is that DLC bosses aren't as punishingly unfair as some main bosses.
I ended up muting the overall music for the game yesterday cause I just got sick of listening to what seemed like the same background song for 130 hours.
It also made me realize how much I really appreciate music in other games and how much it can really effect an experience and even the location. I'd hate to bring Zelda in when talking about a Souls game but with Zelda, I feel like the locations you visit such as Kakariko village is synonymous with its music. I just can't think of the town without getting the tune in my head. With Elden Ring there is no location that I think of and instantly start thinking of the music. In the previous games we had some standouts such as Firelink Shrine, Nexus, Majula, but with Elden Ring, I can't even tell you if the Roundtable had music.
I think the composer didn't realize how different a soundtrack should be for an open world game, it's not that he did a bad job, it just doesn't stand out and at times and seems uninspired and for an open world game it really hurts the enjoyment you get from wandering around.
Personal taste also doesnt magically remove more objective qualities from something, either. But its a great excuse to hide behind if you dont want to discuss something, ill give you that.
Liking apples or oranges is very much up to taste. But I assume we can safely say people wouldnt like rotten apples or orange very much. Likewise, most people can agree if the quality is notably higher. These things arent as much subjective as they are objective. Its just that most people dont have the experience or knowledge to judge them accurately.
Well its not like those 'laws' have to be followed. They are more guidelines to make music easier to make. (express) Besides, even then there's an extreme amount of variety to be found, especially with all the different instruments that could be used.
There are still many instruments that are heavily underused.
That is very true. I've seen games that has some great tracks that were poorly used, thus diminishing their intrinsic value. Other games that had mediocre tracks but used them really well so it ended up adding more to the game.